okay i really should have been keeping this thread updated, sorry about that. I'll start doing that now a little at a time, but i'll jump in at where the mod is at the moment which is 4 out 5 planned discipline trees in place.

Custom skilltree layout

So i'm using a custom skilltree background and I got a lot of help from @lolesch to reach the current stage of the mod, thanks senpai!

Spoiler

Like an image editor, the GUTS UI editor basically works on layers. You bring in graphic elements the same way you bring icons into the game - they have to be on a .IMAGESET file which the editor then reads in to the workspace. But each element you bring in is controlled only via the Properties Panel on the right side of the UI editor.

Spoiler

and it took me a long time to figure out how to use the properties correctly to get elements to behave the way i wanted, which I won't discuss here because it will take too long (I'll try make that a tutorial instead).

Lolesch taught me to use the UITool which scales your view of the central workspace - on my 1920 x 1080 monitor the default view almost fills the center space making it difficult to work with. Th UITool is available near the bottom of the GUTS Utilities menu.

Oh and, very counter-intuitively, the UI editor does not display items in scale with each other! So you may have items that look mis-aligned in the editor, but then are actually aligned in-game. So you can't eyeball stuff into place - you have to adjust item placing via their settings in the properties window.

One nice thing I learned is that you can copy-paste whole sections of UI elements to different parts of your skilltree, which was a big help. So I ended making a template discipline tree (which is hidden), and which i just clone and activate when i want to setup a new discipline tree.

Spoiler

Thats the template. Once ive cloned it for a discipline i rename it and all its elements and then hide what i dont use. Every graphic item in the center workspace is represented by one of those lines on the layout item-tree in the left panel (these are the things you can copy-paste).

Okay sorry gotta break off for now and get some sleep. Will place more updates soon.

Fighter - will add a "throw greatweapon" skillCaster - will add 2 more skill types: moving wall/wave type and a "slow missile" type (think those tornado skills of the desert ghost or those blazing pillars). these ideas are courtesy of Goblin from the discord. this will be per-element so max of 8 new skills Defender - will improve the +HP of the training passive. For the actives i'll add some kind of heal skill and a pulse-aura skill that i want to be useable for monster agroAnimancer - want to add a new passive where standing near fresh corpses will leach a little hp from themRogue - i have to add more DW-required skills.

BETA STAGE

Once in beta stage i want to shift to "refinements" like making a better skill panel layout and make space for the planned "cross-over" skills and, if i can, adapting doudley's monster health bars for the Animancer summons.

I see the main work in BETA, but should also be fun, is coming up with those "cross-over" skills. I'm thinking these are kinda OP skills you get from having high investments in more than 1 discipline. So maybe like Caster+Animancer gives you an OP Elemental summon, stuff like that. Still planning those skills out, so ideas are welcome.

Theres also minor refinements i wanna do but which can wait, like:- find a way to include your chosen disciplines in your name display (maybe like "Respected Defender-Animancer")- have a unique unittheme for each discipline but which work well together. so just looking at someone, u get an idea what build they have

I have a suggestion for "Iritate" skills, what if making the enemy will only chase & attacking our Player in 10 seconds rather than just making the enemy approach us. And also It looks like the spelling "Iritate"skill should be "Irritate" (less one letter "r").

Heal Allies

It's a good idea to add the "Heal Allies" skill to be able to heal friends, but it seems there is a problem when you use skills without you target to your friends, the skill is still working, and as a result your health is reduced even though nothing is healed. . Can you make that skill only work if it is on target.

IDEA

Cure

What about "Skill Cure", a skill to eliminate all negative effects.

Invulnerability

There is a bug when you use this skill, you will look hit backwards. I have suggestions for this skill,

- Make it a toggle skill, as long as you still have MP, this skill continues. And to manually turn off you just have to reactivate it.

- Make a protective shell layer around the player to withstand damage (for example: absorb 1000 damage) as long as this skill runs. And if it has exceeded damage, the protective layer around us will be destroyed. Like Alchemist skill "Ember Shield".

- Another idea for the effect of Invulnerability skills. Instead of being made a player to become an Immortal for a while, it might be better to replace the effect with Full Heal. With the cost of all MP (Full MP Players) that the player has, if the Player MP is not Full then this skill cannot work.

Note:

This Invulnerability skill is very strong but also not very useful because the duration is very short (that's what I feel ). I suggest it is better to replace it with a skill like Cure "skill for dispel negative buff skills that player receives".

Melee Proficiency

Add effects:

- "- Requirement for Melee Weapon" - "-% Fumble damage"

Immolation Ammo I-III

I suggested changing the Immolation Ammo I-III animation so that it could look good on all Range weapons. Because I saw for gun, Cannon, Shot-gone weapons that were not suitable, the animation was more suitable using Bow & X-Bow. Maybe it would be better if you use the "Explosive Shot" skill in the Vanquisher class, so it will be suitable for all range weapons.

Sharing Skill

Sharing Skills with your Pet. Maybe not all skills, but you can make "Basic Training" skills / some "Passive" skills that you learn can also be shared for your Pet (Skill that can be used by Pet).

It might also be possible for some "Active" skills to be shared with your Pet.

Or you can make some skills that have skills for Pet too. So when you learn the skill, your Pet can also learn it, maybe the skill effect is not the same as for the Player, it will be more adjusted for Pet. Like 2in1 Skill.

...Lightning Dance icon to be replaced with another icon, because the skill icon already exists in the Lightning Bolt skill.

Evemtually I want to replace the icons for all the skills. Right now they are mostly just copies - i only make a new one if i cant find a vanilla one that fits

Quote from: Sch123

Iritate - what if making the enemy will only chase & attacking our Player in 10 seconds rather than just making the enemy approach us. And also It looks like the spelling "Iritate"skill should be "Irritate" (less one letter "r").

Haha thanks for the spelling-correction Sch! I'll fix that.

As soon as you "irritate" them you should become their "target" and they should do more than just approach; they should attack you also if you let them get close.

Quote from: Sch123

Heal - ...there is a problem when you use skills without you target to your friends, the skill is still working, and as a result your health is reduced even though nothing is healed. . Can you make that skill only work if it is on target.

Okay it's not supposed to activate unless there is an ally "hit" by the skill. Will check and fix.

Quote from: Sch123

Invulnerability:- suggest it is better to replace it with a skill like Cure "skill for dispel negative buff skills that player receives".- Instead of being made a player to become an Immortal for a while, it might be better to replace the effect with Full Heal.

I actually like this idea, as a replacement for invulnerability. Let me think on this some more.

Quote from: Sch123

Invulnerability:- Make it a toggle skill, as long as you still have MP, this skill continues.- There is a bug when you use this skill, you will look hit backwards.- skill is very strong but also not very useful because the duration is very short (that's what I feel ).

Actually Im not happy with this Invulnerability skill. As you already observed, it can be overpowered. If i try to compensate for the overpowered-ness (like making it so short like it is now) it becomes useful only for very, very few situations. I really don't want to make it a toggle because that's just wrong for something as strong as "invulnerablity" which is like god-level.

Which is why i liked your "Strong Cure" idea - I will design some kind of heal/cure and use it to replace Invulnerability. Thanks Sch!

Another skill im not happy with is "Earth Wall". I find it "off theme" for the discipline because i find it too "magicky". My ideaa for a solution is to make it one of the "cross-over" skills. Probably with Animancer since it's actually a summon skill.

Quote from: Sch123

Make a protective shell layer around the player to withstand damage (for example: absorb 1000 damage) as long as this skill runs. And if it has exceeded damage, the protective layer around us will be destroyed. Like Alchemist skill "Ember Shield".

This is already abvailable with the Caster's Warding Sield and Warding Wave skills

Oh yes, i keep forgetting about adding -% fumble damage. Will do this.Wha do you mean about "Requirement for Melee Weapon"? Does it not have this yet?

Quote from: Sch123

Immolation Ammo I-III - ...changing the Immolation Ammo I-III animation so that it could look good on all Range weapons. Because I saw for gun, Cannon, Shot-gone weapons that were not suitable, the animation was more suitable using Bow & X-Bow. Maybe it would be better if you use the "Explosive Shot" skill in the Vanquisher class, so it will be suitable for all range weapons.

I still have to implement a set of explosive skills. I can do Explosive shot of course, but it could also be a simple grenade which you throw so that you can still make explosions even if you're using a melee weapon. What do you think?

Quote from: Sch123

- Sharing some Skills with your Pet- make some skills that have skills for Pet too. Like 2in1 Skill.

Which is why i liked your "Strong Cure" idea - I will design some kind of heal/cure and use it to replace Invulnerability. Thanks Sch!

Awesome !!

Quote from: Phanjam

Another skill im not happy with is "Earth Wall". I find it "off theme" for the discipline because i find it too "magicky". My ideaa for a solution is to make it one of the "cross-over" skills. Probably with Animancer since it's actually a summon skill.

What if replaced with a Summon Earth Golem.

Quote from: Phanjam

Wha do you mean about "Requirement for Melee Weapon"? Does it not have this yet?

What I mean is effect skill "-X melee equipment requirement". Like the "Ranged Weapons Mastery" for range weapons, & "Armor Affinity" for armor.

Quote from: Phanjam

I still have to implement a set of explosive skills. I can do Explosive shot of course, but it could also be a simple grenade which you throw so that you can still make explosions even if you're using a melee weapon. What do you think?

I think it's better that the animation attack on the skill "Immolation Ammo I-III" is replaced with an animation attack on the skill "Explosive Shot" skill in the Vanquisher class.

The reason is because the animation of the attack on the "Immolation Ammo I-III" skill is not suitable with the Shotgun & Pistol, it looks like shooting an arrow & it was seen shooting down arching. But for Bow & X-Bow this animation is perfect and makes sense because he uses arrows. Also because I like to use a shotgun weapon.

It's good if you add skills such as simple grenade which you throw, so that you can still make explosions even if you 're using a melee weapon. This can be made into several versions like;

Grenade version, that can explode & burn the ground & enemy

Flasbang version, that can blinding & silent enemy

Impulse version, that can knock-back & stun enemy

Void version, that can drag the enemy into the middle of the Void (like Black Hole) & physical damage enemy

Note:

- On Caster skills such as "Fireball, Poison Ball, Lightning Ball, Ice Ball" when use that skill he uses his left hand to fire the skill. If our left hand using a melee / range weapons or shields, it will look strange.

- Then in the Fighter the skill "Hack, Slash & Rip" when using the skill and one hand using range weapons also looks strange and I also hear that there is a gunshot from the gun, is it really like that?

- On Rogue skills such as "Eagle Eye, Rapid Strike, Blade Dash", When you want to add skill points to that skill we cannot add skill points if we do not use weapons that are suitable for the skill. Is this also made like that?

I have an idea for High-level skill Heal + Cure, "Yggdrasil" skill. Summon Yggdrasil Tree in the game, in around the tree area you and allies will get Regen HP & MP and the negative status buff will disappear. And also when the enemy is in around the tree area, they will slow down & their lives will be sucked as a tree nutrient.

Yggdrasil Logo

Quote

- new Caster active "Transpose" - warp enemies away from you

For the new Caster "Transpose" active skill, can it be made for longer duration for warp enemies. Because I thought, if I could keep warp the enemy a more longer in one place, I thought to do a combo skill with high skills that are owned by caster (Fire Column, Ice Devil, Lightning Dance and Poison Daemon).

Hi @Sch123Nice idea for Yggdrasil! I can make that a high level crossover skill between animancer and caster. Thanks!For the longer warp effect i see what effect youre going for I can add immobilization for a short time, but probably at higher level of the skill only. Thanks again!